General Vezax Strategy Guide for Restoration Druid
August 4, 2009 by Zuggy · Leave a Comment
Quick video strategy break down of the General Vezax encounter in Ulduar. Major thanks to Erthalia from the Zug Gaming community who sent this video me. The following video details the general vezax encounter from a restoration druid’s point of view, including numerous strategy pointers throughout this short video.
General Vezax Boss Strategy Guide
April 14, 2009 by Zuggy · Leave a Comment
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General Vezax is the 12th boss encounter of Ulduar. General Vezax guards the prison holding Yogg-Saron.
General Vezax Abilities
- Health Points: 25,100,000 (heroic), 6,275,250 (normal)
- Shadow Crash – deals 11,310-12,690 shadow damage and knocking back all enemies near the impact point. Leaves a magical area at the impact point for 15 seconds that increases magic damage by 50%, reduces healing by 50%, and reduces mana cost by 30%.
- Searing Flames - deals 13,875-16,125 fire damage to all players within a 20 yard radius. Reduces armor by 75% for 10 seconds. 2 second casting time, can be interrupted.
- Surge of Darkness – increases physical damage by 100% and reduces movement speed by 55% for a 10 second duration. When the General buffs himself with this you must kite him.
- Aura of Despair - prevents normal mana regeneration through out the fight. You can still gain mana via evocation, mana pots, etc. You can destroy the crystals flying around the room to get mana. These crystals drop a cloud on the ground, which will convert your health into mana.
- Profund of Darkness – deals 500 damage to all enemies and increases shadow damage by 10% per stack. Stacks on the raid (related to achievements)
General Vezax Boss Strategy
For the most part this is a pretty standard tank and spank fight…with a few slight variations. When you engage General Vezax simply start DPS like normal, have your DPS interrupt searing flames as often as possible. When General Vezax casts surge of darkness all DPS should stop, allowing your tank to kite General Vezax around the room. This is a great time for your casters to take advantage of the clouds for mana regeneration. Make sure you are rotating your casters appropriately, it’s important everyone maintains thier mana (particuarlly healers).
Continue to DPS General Vezax until he is about 35% health. Before reaching 35% you’ll want to make sure all your casters have enough mana, if not slow DPS and allow them to get some mana regeneration going. After you take Vezax to 35% he will summon Saronite Animus. Generally you want to simply off tank Saronite Animus and finish off the general. If you want to complete the achievement you need to kill Saronite Animus before Vezax. Continue burning down the General until he’s dead.
General Vezax Hard Mode Strategy
The hard mode is the same type of fight as I’ve detailed above, except you cannot use any of the mana-regeneration clouds for the duration of the fight.’
General Vezax Video Strategy (10 man)
coming soon…
General Vezax Video Strategy (25 man)
Hodir Boss Strategy Guide
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Hodir is the 11th boss encounter of Ulduar. He’s located in the Halls of Winter.
Hodir Boss Abilities
- Health Points: 25,000,000 (heroic), 8,400,000 (normal)
- Melee hits on plate for up to 25,000
- Biting Cold – Aura that stacks up, dealing frost damage. Move to dispel the DoT.
- Freeze - Deals 5,550-6,450 frost damage, immobilizing them for 10 seconds. 10 yard radius, dispellable.
- Flash Freeze – Freezes players in ice blocks, kill these ice blocks immediately. If a player is hit by a 2nd flash freeze they will die.
- Icicles - shards fall from the sky dealing a knockback and 12,000 frost damage to all players within the radius. These also create snowdrifts, which you can stand in to avoid being hit by flash freeze.
- Frozen Blows – self buff, adds 40,000 frost damage to all melee attacks and reduces physical damage by 70%.
Hodir Boss Strategy
Throughout the entire encounter you’ll need to constantly be moving to avoid biting cold. Periodically Hodir will randomly root a member of the raid, all players within a 10 yard radius will also be rooted. Stay spread out as much as possible to avoid large groups being rooted. Priests and paladins will need to be quick on their dispels here to avoid losing anyone.
Be watching for snowflakes pouring down from the ceiling, these indicate that icicles are about to fall. Anyone hit by these will take 12,000 frost damage and get knocked back.
Periodically Hodir will use frozen blows on himself. This essentially turns his damage from physical to frost. When this happens your frost resist tank needs to taunt. Healers should also be prepared to transition to the new tank. When frozen blows falls off the primary tank should taunt him back.
Finally, you’ll want to watch out for flash freeze. These are preceded by two icicles that create a snow mound. These mound of snow will protect the entire raid from being hit by the icicle. Anyone that doesn’t make it to the mound of snow should have their iceblock killed immediately to avoid death.
Hodir Hard Mode Boss Strategy
Defeat Hodir before he can shatter any of the chests in the room. The first chest is shattered at the 3 minute mark
Hodir Video Strategy (10 man)
Hodir Video Strategy (25 man)
Freya Boss Strategy Guide

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Freya is the 9th boss encounter of Ulduar. She’s located in the center of the valley in Ulduar.
Freya Boss Abilities
- Health Points: 4,200,000 (heroic), 1,400,000 (normal)
- Sunbeam – Deals 10,638-12,362 nature damage to all enemies within an 8 yard radius of the target. 1.5 second cast time.
- Nature’s Fury – Applied to an enemy target for 10 seconds. Deals 4,625-5,375 nature damage to all nearby players everyone 1 second.
- Touch of Eonar - Heals Freya 24,000 health every 1 second
- Attuned to Nature - Fight starts with 150 stacks of this buff. Each stack increases healing on Freya by 4%.
- Photosynthesis – Heals plant life for 10,000 damage every 1 second.
Freya Boss Strategy
Upon engaging Freya she will begin spawning adds. These adds heal Freya through a self buff system. At the beginning of the fight Freya will ahve 150 stacks of a buff, each stack increases healing done on her by 4% (600% total). Each time you kill an add one of these buffs is removed.
Phase 1
Adds spawn every minute.
- Wave Type 1
- Storm Lasher – Casts area effect lightning damage in a 15 yard radius. Also casts chain lightning that hits up to 4 targets.
- Snaplasher – Stacking debuff upon dealing damage, increases damage by 1% and reduces speed by 1%, stacks up to 99 times. As this reaches a critical mass stack you’ll need to kite these.
- Ancient Water Elemental - Frontal cone tidal burst, deals 8,000 damage. Face these away from the main raid body.
- Wave Type 2
- Detonating Lasher – Spawn around Freya in a circle in packs of 12. Reduces Freya’s healing buff by 2 stacks per mob.
- Wave Type 3
- Ancient Protector – 1,900,000 health points, removes 25 stacks of Freya’s buff. Also cast conservator’s grip, which prevents attacking and casting spells.
- Stand under the healthy mushrooms to remove conservator’s grip.
Phase 2
During phase 2 no more adds will spawn. At this point it’s essentially just a tank and spank fight. Freya has the same abilities as in phase one. In addition, she also had lifebinder’s gift…trees spawn around freya every 30 seconds, kill all of these within 15 second duration or they will heal Freya for 15%.
Freya Hard Mode Strategy
To complete Freya on hard mode you must leave the Elders up. Each elder provides an additional buff, similar to the way Sartharion’s drakes worked.
- Elder Brightleaf - increases magic damage dealt by Freya and her adds by 50%
- Elder Stonebark – increases physical damage dealt by Freya by 50%
- Elder Ironbranch – increases physical damage dealt by Freya’s adds by 50%
Freya Video Strategy (10 man)
Coming soon…
Freya Video Strategy (25 man)
Mimiron Boss Strategy Guide
April 13, 2009 by Zuggy · 2 Comments

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Mimiron is the 8th boss encounter of Ulduar. He’s located in the Spark of Imagination. Mimiron is the builder of Flame Leviathan.
Mimiron Abilities
- Leviathan MKII
- Health Points: 6,970,000 (heroic), 1,740,000 (normal)
- Napalm Shell – Deals 9,425-10,575 fire damage to enemies within a 5 yard radius. Additionally, laves an aura that deals 6,000 fire damage per second for 8 seconds in that location. 2 second casting time
- Plasma Blast – Deals 30,000 fire damage per second for a 6 second duration. 3 second cast time.
- Proximity Mine – Deals 20,000 fire damage. Disarmable by rogues.
- Shock Blast – Deals 100,000 nature damage to all enemy targets within 15 yards. 5 second casting time.
- VX-001 – Anti-personnel Assault Cannon
- Health Points: 6,970,000 (heroic), 1,740,000 (normal)
- Heat Wave – Deals 9,425-10,575 fire damage with an additional 3,000 fire damage per second DoT for 5 seconds to all targets within an 80 yard radius.
- Rocket Strike – Deals 1,000,000 fire damage at a targeted location (indicated by circle on the ground)
- Rapid Burst – Deals 3,299-3,701 damage to all targets in front of the anti-personnel assault cannon.
- Spinning Up – starts spinning, charging up the laser barrage
- P3Wx2 Laser Barrage – Deals 20,000 arcane damage to targets in front of VX-001, 80 yard range.
- V0-L7R-0N
- Shock Blast – Deals 100,000 nature damage to all enemy targets within 15 yards. 5 second casting time.
- Proximity Mine – Deals 20,000 fire damage. Disarmable by rogues.
- Hand Pulse – Deals 7,000-8,000 damage to all targets in front of the mob.
- Rocket Strike – Deals 1,000,000 fire damage at a targeted location (indicated by circle on the ground)
- P3Wx2 Laser Barrage – Deals 20,000 arcane damage to targets in front of VX-001, 80 yard range.
- Plasma Ball - Used on the highest threat target. Deals 14,1380-15,862 damage.
- Aerial Command Unit
- Health Points: 4,600,000 (heroic)
- Plasma Ball – Used on the highest threat target. Deals 14,1380-15,862 damage.
- Assault Bot
- Health Points: 1,000,000 (heroic)
- Special Note: Drops an item (magnet core) that allows you to force an Aerial Command Unit to the ground.
- Summon Magnet Core – Temporarily forces an aerial command unit to the ground. While on the ground it takes an additional 50% damage.
- Magnetic Field - Roots the target in places and increases the damage taken by 30%. 6 second duration, can be dispelled.
- Bomb Bot
- Health Points:
- Explosion – deals 9,425-10,575 fire damage to all targets within a 5 yard radius.
- Trash Bot
- Health Points: 110,000 (heroic)
- No special abilities
Mimiron Boss Strategy
Phase 1 – Leviathan MKII
This phase is a standard tank and spank fight. Tank the boss in the middle of the room and have your casters and other ranged classes spread out around the room. Make sure your ranged is at least 15 yards away from the boss, so they don’t eat shock blast. Also, be aware of the mines that will be spawning. Don’t bother disarming them, simply avoid them as most of them will be concentrated between your melee and ranged classes.
Phase 2 – VX-001, Antipersonnel Assault Cannon
The most important thing during this phase is to simply stay spread out. The entire raid should spread out around the room, making sure you have healers equally dispersed. Furthermore, everyone needs to be very aware of the rockets. These rockets will target a section on the ground, so if you see them heading in your general direction simply move 5 yards in any direction to avoid being hit.
Occasionally the boss will begin the laser barrage. If he does start spinning you should move directly behind the boss. This will allow you to avoid taking any damage from the laser.
Phase 3 – Aerial Command Unit
For this phase you will need both a ranged tank and a kiter. As soon as your ranged tank has sufficient threat range can begin attacking the boss until the first assault bot spawns.
Adds spawn at various locations around the room. A spotlight will appear on the spawn location, indicating the type of add that is about to spawn. An orange light means it’s an assault bot and your kiter will need to be picking them up. These assault bots can and should be slowed / immobilized / etc to assist your kiter. Once the kiter has sufficient threat these mobs should be burned down. Make sure you give your kiter sufficient time to build threat.
If the spotlight is green it means a junk bot or bomb bot is about to spawn. Junk bots should be picked up by your tanks. Bomb bots do not need to be tanked, they will walk around a bit and then blow up, simply move away from them and don’t get hit by the explosion.
After the assault bot has been killed he will drop a magnetic core. Use this core underneath the boss. This will pull the boss to the ground, allowing melee to DPS him for a 6 second duration (damage is also increased during this phase).
Repeat the above steps until he’s dead.
Note: turn free for all loot on during this phase to allow cores to be picked up.
Phase 4 – V0-L7R-0N
This phase is essentially all 3 previous phases wrapped into one. There are no new abilities and each phase works exactly the same, however, adds do not spawn during this phase.
Things to look for…
- Ranged tank still must tank the Aerial Command Unit
- Melee tank still must tank Leviathan MKII
- Entire raid must avoid mines
- Melee should run out to avoid shock blast
- Laser Barrage will cast more often, be ready to run behind the boss
- Avoid rockets, move 5 yards in any direction if they are coming towards you
In order to defeat the boss you must kill all 3 sections at the same time, otherwise they will repair. Split your melee and ranged DPS accordingly, keep heals up, and use the above list to make sure you don’t forget anything…do these things and you’ll have your first kill under your belt
Mimiron Hard Mode Strategy
To complete this encounter on hard mode simply press the large red button in the back of the room. When engaged the boss gains “emergency mode”, which increases damage and health by 25%. To defeat hard mode you must kill this boss in less than 8 minutes.
Mimiron Video Strategy (10-man)
Mimiron Video Strategy (25-man)
coming soon!
Auriaya Boss Strategy Guide
April 13, 2009 by Zuggy · Leave a Comment

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Auriaya is the seventh boss of Ulduar and is located within the Shattered Walkway.
Auriaya Boss Abilities
- Health Points: 16,730,00 (heroic), 3,200,000 (normal)
- Horrifying Screech – All nearby enemies flee in horror for 5 seconds
- Sentinel Blast – Deals 5,500 shadow damage and increases the shadow damage taken by 100% for 5 seconds, stacks up to 5 times.
- Sonic Screech – Shockwave like ability that deals 185,000-215,000 shadow damage to all enemies with the path. This damage is split amongst all the raid members hit.
- Summon Swarming Guardian – summons panthers adds.
- Sanctum Sentry
- Health Points: 558,000
- Savage Pounce – Deals 13,875-16,125 damage with an additional 7,400-8,600 bleed every second for 5 seconds.
- Strength of the Pack – Increases damage done by 50% when other sanctum sentries are within 20 yards.
- Feral Spirit
- Health Points:
- Feral Essence - Each essence buff increases the damage dealt by 50%. There are 9 total stacks of feral essence (…9 lives, lawl). The feral defender can revive himself at the cost of one of these essences.
- Feral Pounce – 4 second stun and inflecting 602-698 shadow damage every second for 4 seconds.
- Feral Rush – charge, deals 1,609-1,691 damage. Interrupts casting.
- Seeping Feral Essence - Left behind upon the dead of a feral spirit, similar to a void zone. Deals 9,000 shadow damage every second to those standing within.
Auriaya Boss Strategy
When you pull Auriaya you’ll need 1 tank holding Auriaya and 1 tank managing the adds. The raid should be pilled up with the adds and killing them as quickly as possible. Your main tank who has Auriaya will want to be around 20 yards away with the boss facing the raid. This is due to the sonic screech ability.
After the raid has killed the adds they can begin attacking the boss, ensuring that they are always standing in front of the boss (melee specifically). When the feral spirit spawns you off tank needs to pick him up. After you’ve killed the feral spirit he will drop a seeping feral essence, similar to a void zone…so don’t stand in it.
After you’ve killed the add you can begin attacking the boss again. Shortly the feral sprit will be resurrected and you’ll need to repeat the above steps. Continue dragging the boss around to provide drop areas for the seeping feral essence until you’ve killed the boss.
Auriaya Video Strategy Guide (10 man)
Auriaya Video Strategy Guide (25 man)
Kologarn Boss Strategy Guide
April 13, 2009 by Zuggy · Leave a Comment

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Kologarn is the 6th boss of Ulduar. He’s located along the Shattered Walkway.
Kologarn Abilities
- Health Points: 20,900,000 (heroic), 5,200,000 (normal)
- Overhead Smash – Decreases target’s armor by 25% for 30 seconds. Stackable up to 4 times.
- Petrifying Breath – Channeled cast that deals 18,750-21,250 nature damage per second, 4 second channel. Applies a debuff that increases damage taken by 20% for 8 seconds. This ability is used only when no players are within melee range.
- Focused Eyebeam - Launches beams into the raid from his eyes, deals 3,700-4,300 nature damage to players within a 3 yard radius.
- Left Arm:
- Health Points: 5,200,000 (heroic), 1,200,000 (normal)
- Shockwave - Hits the entire raid, dealing 11,563-13,437 nature damage.
- Right Arm:
- Health Points: 5,200,000 (heroic), 1,200,000 (normal)
- Stonegrip - Stuns a random player, deals 3,700-4,300 damage per second until that player dies or until 450,000 damage has been dealt to the arm.
Kologarn Boss Strategy
First and foremost, it’s important to know that Kologarn will remain completely stationary, you cannot turn him what-so-ever. If there are no melee players within his range Kologarn will cast petrifying breath (detailed above).
In order to tank Kologarn you’ll need 3 geared tanks. These tanks will stand on top of each other and participate in a taunt rotation. After one tank has 2 stacks overhead smash another tank should taunt, allowing this debuff to drop. Repeat as necessary. It’s of absolute most importance that all 3 tanks stay alive.
In addition to simply dealing with the main boss Kologarn also has 2 arms. These arms have special abilities that deal out damage to the raid. The left arm will hit the entire raid for 12,000 damage periodically. The right arm will periodicaly pick up a player and deal damage to them until that arm has taken 450,000 damage. Healers will need to focus heals on the player in the arm’s grasp.
If you kill an arm a set of earth elementals will spawn. These should be killed promptly. The left and right arms are both on a 60 second respawn timer. In respawning health is siphioned from the boss to regenerate the arms.
XT-002 Deconstructor Boss Strategy Guide
April 10, 2009 by Zuggy · Leave a Comment
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XT-002 Deconstructor is the 4th boss of Ulduar. He’s located in the Ulduar scrap yard.
XT-002 Deconstructor Boss Abilities
- Health Points: 17,850,000 (heroic), 5,250,000 (normal)
- Gravity Bomb – Targets a random playing causing them to explode and pull in nearby players after 9 seconds. Creates a gravity well.
- Gravity Well – Created by the gravity bomb on the targeted player, which pulls players within a 10 yard radius into the well, dealing 19,000-21,000 damage.
- Tympanic Tantrum – Deals 10% damage every 1 second for a 12 second duration to the entire raid, dazing all enemies. Cast once per minute.
- Light Bomb – Causes targeted player to deal 2,000-3,000 damage to nearby players while they are attacking, last for 9 seconds.
- Enrages after 8 minutes
XT-002 Deconstructor Boss Strategy
This encounter is a standard tank and spank fight for the most part. The most important aspect of this fight is simply spreading out. After a player gets hit with a gravity bomb or a light bomb that player needs to immediately separate themselves from the group to minimize damage. Furthermore, healers should be on the lookout for tympanic tantrum. This will deal 120% damage to all raid members over 12 seconds, so every raid member will need to at least receive a decent amount of heals. It’s not a bad idea to assign healers to individual groups, as to ensure all players receive a heal.
At 75%, 50%, and 25% XT-002 Deconstructor will stop attacking and spawn adds. There are 3 different kinds of adds.
- XS-013 Scrapbots – these adds will heal XT-002 if they get to him, they must be killed immediately.
- XE-321 Boombots – these adds blow up, dealing damage to friend and foe alike, when they hit 50% health. These can be used to kill the other adds.
- XM-024 Pummelers – Basic mobs, nothing special, you can kill these after boombots and scrapbots have been killed.
After the adds have been killed the fight will continue like before.
XT-002 Deconstructor Hard Mode Strategy
During any of the ad phases XT-002 may be clicked on. Doing so will expose his heart, which may be destroyed. Destroying his heart will increase XT-002′s health and damage by 25% and return him to full health. Exposing and killing the heart at the lower add spawning levels does not increase the quality of loot or open up new achievements, this is a binary hard mode fight.
Razorscale Boss Strategy Guide
April 10, 2009 by Zuggy · 5 Comments
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Razorscale is the third boss of Ulduar and is located within Razorscale’s Aerie, across from the Colossal forge.
Razorscale Boss Abilities
- Health Points: 12,600,000 (heroic), 3,900,000 (normal)
- Wing Buffet – Knocks back in a large radius around Razorscale. 1.5 second cast time.
- Flame Breath – Deals 17,500-22,500 fire damage in a frontal cone. 2.5 second cast time.
- Flame Buffet – Increases fire damage taken by 1500. Last for 60 second duration.
- Devouring Flame – Launches a lava bomb at a target, deals 8788-10,212 fire damage. In addition, deals 8788-10212 fire damage everyone second to anyone standing within a 6 yard radius of the explosion site.
Razorscale Boss Strategy
Phase 1 – Air Phase
To start phase 1 simply talk to the expedition commander. During this phase you are tasked with defending the dwarven crews while they repair the harpoon launchers. Your primary focus here is killing all of the adds and avoiding the devouring flames that Razorscale will be launching.
As each harpoon launcher is successfully repaired they may be clicked to fire a harpoon at Razorscale. After all 4 turrets have been fired Razorscale will come to the ground. Once on the ground Razorscale will be stunned temporarily, during this time your DPS will want to blow all cooldowns to do as much damage as possible.
After the stun ends Razorscale will fly up into the air again and you’ll repeat the firing process to bring her down.
Phase 2 – Ground Phase
Once you’ve got Razorscale below 50% she will land. During this phase you’ll want your tank to spin her face away from the main raid to avoid flame breaths. At this point the fiight becomes a standard tank and spank fight. Continue to avoid devouring flame and keep DPS up. As flame buffet stacks on your tank he will be taking some serious damage towards the end of the fight, so maximizing your DPS during this phase will be crucial.
Ignis the Furnace Master Boss Strategy Guide
April 10, 2009 by Zuggy · 6 Comments

Looking for more great Ulduar strategies? Check out the complete Ulduar Boss Strategy Guides!
Ignis the Furnace Master is the second boss of Ulduar, located within the Colossal Forge.
Ignis the Furnace Master Abilities
- Health Points: 24,400,000 (heroic)
- Scorch – Fires a frontal jet of flames, deals 3770-4230 fire damage every 0.5 seconds for 3 seconds. Additionally, catches the ground on fire, dealing 3299-3701 fire damage every 0.5 seconds to all nearby enemies (heats up Iron Constructs)
- Flame Jet – Stomps the ground, calling up geysers of fire that deal 8483-9517 fire damage, knocking targets up into the air and interrupting spell casting for 8 seconds. Applies a damage over time of 1000 fire damage per second for 8 seconds.
- Slag Pot – Picks up a random target, hurling them into the slag pot. The slag pot deals 5000 fire damage every second for 10 seconds. The target cannot attack while in the slag pit. If they survive the target gains a buff that increases haste by 150%.
- Strength of the Creator – Increases damage by 20%. This stackable debuff is applied each time an Iron Construct is summoned and removed each time an Iron Construct is shattered.
- Activate Construct – Iron Constructs within the scorch area gain a stacking buff. At 20 stacks it will become molten, causing it to deal 4713-5287 fire damage to all enemies within a 7 yard radius. Dragging the construct through water will cause it to turn “brittle”, allowing you the ability to shatter it by dealing more than 5,000 damage in a single attack.
Ignis the Furnace Master Boss Strategy
This encounter is more or less a standard tank and spank fight. The major addition to this fight involves the iron constructs. You’ll want to drag these iron constructs into the scorch fires on the ground. Standing in these fires increased a buff that stacks to 20, at 20 stacks they turn molten.
After turning molten you will drag the iron constructs into the water, which turns them brittle. This stuns them for 20 seconds, increases chance to be critically hit by 50%, and will cause them to shatter if they take more than 5000 damage in a single hit. Shattering a construct removes one stack of Ignis’ damage buff.
Casters should be aware of the timer on the Flame Jets and avoid being hit by this, as it will lock you out of that school for 8 seconds. Beyond that there isn’t much too this fight…tank and spank, don’t get hit by scorch areas, heal through the DoT on the charge, and don’t get locked out by jet stream.
Note: there is no hard mode for this encounter
Ignis the Furnace Master Video (10 man)
Ignis the Furnace Master Video (25 man)










